﻿using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using PloobsEngine;
using PloobsEngine.Cameras;
using PloobsEngine.Input;
using PloobsEngine.Light;
using PloobsEngine.Material;
using PloobsEngine.Modelo;
using PloobsEngine.Physics;
using PloobsEngine.Physics.Bepu;
using PloobsEngine.SceneControl;
using PloobsEngineDemo3;

namespace Etapa1.Screens
{
    public class FogScreen : SceneScreen
    {
        private BepuPhysicWorld physicWorld;
        private BrutalForceWorld mundo;
        private EngineStuff engine;        
        ICamera cam;

        public FogScreen(EngineStuff es)
        {
            this.engine = es;
            physicWorld = new BepuPhysicWorld();
            mundo = new BrutalForceWorld(physicWorld);                                    
        }
        
        public override void LoadContent(EngineStuff es)
        {            
            InputAdvanced inp = new InputAdvanced(engine);
            engine.AddComponent(inp);

            base.LoadContent(es);            

            #region Models

            {
                SimpleModel sm = new SimpleModel("..\\Content\\Model\\cubo", "..\\Content\\Textures\\white");
                sm.LoadModelo();
                BoxObject pi = new BoxObject(new Vector3(100, 20, 0), 1, 5,new Vector3(100, 5, 100));
                //IPhysicObject pi = new TriangleMeshObject(new Vector3(100, 20, 0), sm);                
                CustomDeferred shader = new CustomDeferred(false, false, false, false);
                shader.SpecularIntensity = 0;
                shader.SpecularPower = 0;
                shader.Initialize();
                IMaterial mat = new Material(shader, MaterialType.DEFERRED);
                IObject obj3 = new SimpleObject(mat, pi, sm);
                mundo.AddObject(obj3);
            }

            {
                SimpleModel sm = new SimpleModel("..\\Content\\Model\\cubo", "..\\Content\\Textures\\white");
                sm.LoadModelo();
                BoxObject pi = new BoxObject(new Vector3(90, 30, 0), 1, 10,new Vector3(1));                
                CustomDeferred shader = new CustomDeferred(false, false, false, false);
                shader.SpecularIntensity = 0;
                shader.SpecularPower = 0;
                shader.Initialize();
                IMaterial mat = new Material(shader, MaterialType.DEFERRED);
                IObject obj3 = new SimpleObject(mat, pi, sm);
                mundo.AddObject(obj3);
            }


            {
                SimpleModel sm = new SimpleModel("..\\Content\\Model\\cenario");
                sm.LoadModelo();
                IPhysicObject pi = new TriangleMeshObject(Vector3.Zero, sm);                
                CustomDeferred shader = new CustomDeferred(false, false, false, false);
                shader.SpecularIntensity = 0;
                shader.SpecularPower = 0;
                shader.Initialize();
                IMaterial mat = new Material(shader, MaterialType.DEFERRED);
                IObject obj3 = new SimpleObject(mat, pi, sm);
                mundo.AddObject(obj3);
            }
            

            #endregion            

            cam = new CameraFirstPerson(true);            
            cam.FarPlane = 3000;

            LightThrowBepu lt = new LightThrowBepu(mundo, engine);         

            #region NormalLight
            DirectionalLight ld1 = new DirectionalLight(Vector3.Left, Color.White);
            DirectionalLight ld2 = new DirectionalLight(Vector3.Right, Color.White);
            DirectionalLight ld3 = new DirectionalLight(Vector3.Backward, Color.White);
            DirectionalLight ld4 = new DirectionalLight(Vector3.Forward, Color.White);
            DirectionalLight ld5 = new DirectionalLight(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            mundo.AddLight(ld1);
            mundo.AddLight(ld2);
            mundo.AddLight(ld3);
            mundo.AddLight(ld4);
            mundo.AddLight(ld5);
            #endregion

            ////Criacao de uma Tecnica
            DeferredRenderTechnic dr = new DeferredRenderTechnic(engine);
            
            IRenderTechnic[] rt = new IRenderTechnic[] { dr };
            this.RenderTechnics = rt;
            mundo.AddCamera(cam);
            this.World = mundo;

            //FogPostEffect fog = new FogPostEffect(FogType.EXPONENCIALSQUARED);            
            //dr.AddPostEffect(fog);

            //FogPostEffect fog = new FogPostEffect(1,1000);
            //dr.AddPostEffect(fog);


            FogPostEffect fog = new FogPostEffect(0.01f,FogType.EXPONENCIALSQUARED);
            dr.AddPostEffect(fog);
        }

    }
}

